Retour aux ressources

Pillars of the sea

Game rules

For millennia, the oceans have been a source of life, mystery, and endless possibilities. They connect cultures, sustain economies, and support an extraordinary web of marine creatures.

But today, the balance of the seas is at risk. Climate change, pollution, overfishing, and habitat destruction continue to threaten their fragile ecosystems.
In Pillars of the Sea, players step into the shoes of a character who relies on and protects the ocean-scientists, fishers, policymakers, activists, and coastal communities. Each character faces their own challenges, but all share a common goal: finding solutions with the ultimate goal of protecting marine biodiversity.
Every decision can tip the scales – will your team rise to the challenge and keep the balance of the sea? Remember: every choice has consequences and players must work together to create a sustainable future.

Number of players: 3 to 6


Age: 12+


No knowledge of marine & maritime science
is required. Learn as you play!

Track the state of the
four pillars throughout the game,
and complete it using puzzle pieces.

Hidden in the Quest Card decks, they add an element of surprise!

Collected after making decisions from Quest Cards. There are two
available per sea, matching the colours on the back of the
Quest cards and on the board.

Refer to this handbook to discover the outcomes of the decisions made from the Quest Cards. It also contains a glossary.

Pillars of the Sea is a game where players work as a team, resulting in winning or losing all together. You need three to six players to play the game.
There are four pillars critical to recovering the balance in the oceans:

The team faces different scenarios covering all European seas, and players will have to decide together how they want to address these challenges. Each decision will make the team earn or lose points on the four pillars displayed on the board.
Be careful: if a pillar falls by reaching zero, the team loses.

Every time the team makes a decision, a puzzle piece is earned and placed on the edge of the board to form a circle. There are ten puzzle pieces to collect, two per sea. Complete the puzzle while maintaining all the pillars above zero to win the game and save our oceans.

Beware of surprises! In each Quest card deck, there are some hidden Tide Turn Cards with an event beyond the control of the team. When a player picks a Tide Turn Card, no decision is taken: the team moves the points up or down the pillars and moves to the next turn.

1 – The team positions
four pawns on the board, one in the middle of each pillar.

2 – Shuffle each Quest Card deck, making sure the Tide Turn cards are mixed in. Place each deck on the table away from the board. Make sure to place them backside facing up.

3 – Make sure the puzzle pieces are within reach.

4 – Each player chooses a character Card. Each character has a special ability which can change the course of the game, so choose wisely! Players read their card out
loud to the rest of the team, and place their card standing in front
of them.

5- If the special power of one of the characters must be used before
the game starts, use it at this stage.

6 – The youngest player starts by drawing a Quest Card from the deck of their choice. The Quest Card introduces a scenario with three possible decisions. The team discusses the scenario, but the player taking the turn is the one making the decision. There is no right or wrong answer, but every choice the team makes will have an impact.

7 – When the decision is made, check the outcomes in the handbook (the corresponding page number is written in the Quest Card) and move the pawns up or down on the pillars following the instructions. Take time to read the
outcomes out loud to the team: this could help with the next rounds.

8 –The player takes a puzzle piece of the same colour as the Quest Card, and places it on the edge of the board where the colour matches.

9 – The game continues in a clockwise direction, and the next player picks a Quest card from the deck of their choice and continues as point 6 above.

10 – If a player picks a Tide Turn Card, the team moves the pawns up or down the pillars following the instructions. The team does not earn a puzzle piece.

11 – Once the team has collected the two puzzle pieces from the same sea, players are still allowed to pick Quest Cards from the corresponding deck if they wish, but they will not earn other puzzle pieces.

The game ends either when the team wins by completing the puzzle, or loses by bringing a pillar to 0.

Here are some alternatives to spice things up:

Document

Partager cet article
Autres ressources